JAB (LIGHT) PUNCH

Standing Light Punch: Can be linked into standing hard punch for a damaging combo with no charge.

STRONG (MEDIUM) PUNCH

Crouching Medium Punch:Can be linked from crouching light punch and is Guile's go to normal to cancel into either sonic boom, for damage or to push a blocking opponent out of poke range, or flash kick if hit confirmed for good damage.

FIERCE (HARD) PUNCH

Standing Heavy Punch:Can make for a far anti air to stuff jump ins that fall short or to poke opponents walking in on you while maintaining your charge.

Close Heavy Punch: Can be canceled into sonic boom easily for a good combo after a jump in and also with more practice can be used to cancel into flash kick for a hard hitting combo.

SHORT (LIGHT) KICK

Standing Light Kick:A quick attack that pokes farther than crouching light kick or crouching/standing light punch and can be used after a succession of light attacks to give a little more damage or push back a blocking foe a bit farther.

Diagonal Jump Light Kick: Guile's cross up attack which is best to hit late with as to make following up with attacks easier. If it hits too high the opponent will have time to counter or block any follow up attacks.

FORWARD (MEDIUM) KICK

Standing Medium Kick:Can be used as an anti air in a few situations. One of his more effective anti airs against Gen's low jump arc.

Crouching Medium Kick: A well functioning poke for guile which can be canceled into his forward medium punch over head which will whiff if you are spaced too far.

Diagonal Jump Medium Kick: A very effective jump in that may catch opponents off guard with its range for a nice little chunk of damage.

ROUNDHOUSE (HARD) KICK

Standing Heavy Kick: A kick that starts with a hop forward which makes it effective for fending off advancing foes while maintaining charge

Crouching Heavy Kick: Unlike most sweeps this attack consists of two kicks, either of which will knock down the opponent. Unwitting opponents may block the first only to be swept by the second, others how ever may punish you between sweeps. This attack is to be used with much caution as it can be punished very hard. It can be made safe on the first sweep by focus dash canceling back, or forward if you wish to take a more offensive approach.

COMMAND NORMALS

FLYING MARE (AIR THROW)

LP + LK IN AIR

FLYING BUSTER DROP (AIR THROW)

BACK + LP + LK IN AIR

STRAIGHT CHOP (OVERHEAD)

TOWARDS + MP

An over head strike that can be linked from crouching medium kick trick low block happy opponents

TOWARDS + HP

A deceptively far reaching poke that does good damage and can combo from a close range sonic boom to damage.

REVERSE SPIN KICK

(NEAR OPPONENT) FORWARD or BACK + HK

Will avoid some low pokes and whiff against crouching opponents, can be the start up to some damaging combos.

HIGH KICK

DOWN-TOWARDS + HP

Knocks down on hit and whiffs against crouching foes.

KNEE BAZOOKA

TOWARDS OR BACK + LK

A quick poke that is a good way to advance forward while maintaining a charge to keep pressure on.

ROLLING SOBAT

TOWARDS OR BACK + MK

A good way to retreat back while keeping long jump ins at bay and even avoiding low pokes and some attacks and punishing them at the right range such as Zangief's green hand.

Guile's Sonic Boom got a huge upgrade in Super Street Fighter 4. They reduced the charge time required greatly, which makes this move one of the better projectiles in the game.

This move's main use is for zoning purposes, as Guile is a zoning character. Mix up the speeds to keep your opponent guessing. Even if your opponent gets close, the Sonic Boom recovers so fast that it isn't as unsafe as other projectiles in the game.

The Sonic Boom can also be used as part of combos and as a general pressure tool at close to mid range, due to its fast recovery.

The punch button used determines the speed of the Sonic Boom. The Light Punch version travels the slowest and the Hard Punch the fastest. The Light Punch Sonic Boom is slow enough that Guile can follow behind it and then attack the opponent while they are trying to block the Sonic Boom.

The EX version of the Sonic Boom consists of a two-hit projectile.

A Sonic Boom is an excellent option to finish up a block string as the recovery time is quick and it will push the opponent closer to the range you want them.

COMMUNITY VIDEOS:

Sonic Boom Pre-Charging Tutorial by gilleybaba: This is a video made for Street Fighter 4 but still holds true for Super. It is a method to get faster Sonic Booms, and with Guile's Sonic Boom getting even better in Super this method can make him really dangerous in a projectile war.

FLASH KICK *ARMOR BREAKING*

CHARGE DOWN, UP + KICK

Guile's Flash Kick is another zoning tool at his disposal. It can be used as a zoning anti-air (controls the space in front and above him), can be used to end combos, and can be used as a punish.

The strength of the kick button used determines the vertical and horizontal distance of the Flash Kick as well as its damage. The Light Kick version does the least amount of damage and travels the shortest distance.

The EX Flash Kick hits twice and has more frames of invincibility than the other versions and does more damage and stun.

Take care when using this move, as it takes a long time to recover if you miss or it is blocked and Guile can be punished easily while doing so.

The EX Flash Kick is the best version to use as an anti-air, but if you don't want to use EX meter the Light Kick version is the second best option as it has the most invincibility of the regular versions. The Hard Kick Flash Kick trades easily when used as an anti-air, although that can be useful for setting up a juggle. Its great range make it useful as a punish if your opponent throws out something unsafe.

SUPER - DOUBLE FLASHKICK

CHARGE DOWNBACK, DOWN-FORWARD, DOWNBACK, UP-FORWARD + KICK

Can be canceled from Flash Kick. You can also combo from the Double Flash Kick into the Flash Explosion Ultra 1 for more damage.

Although Guile's EX moves are useful, there are times when his Super will come in handy to finish off the opponent or to make a comeback.

Like the Flash Kick, this Super's horizontal and vertical distance is determined by the strength of the kick button used. The Light Kick version having the shortest range while the Hard Kick version has the greatest. The Light Kick or Medium Kick versions are best if this Super is used in a combo.

ULTRA 1 - FLASH EXPLOSION

The Flash Explosion is one of the more difficult Ultras to combo into, but it can be done. You can combo after a Level 3 Focus Attack or you can combo from his Super.

This Ultra can also be used as a punish or as an anti-air. Using it as an anti-air requires careful timing, however, so practice this if you want to use this Ultra reliably in that capacity.

If you miss or your opponent blocks this Ultra you are left wide open to counter-attack, so be careful in its use.

COMMUNITY VIDEOS:

FADC Dash into Ultra Tutorial: See above in the entry for Guile's Super for a tutorial video that also applies to this Ultra.

ULTRA 2 - SONIC HURRICANE

CHARGE BACK, FORWARD, BACK, FORWARD + THEE PUNCHES

Guile's Sonic Hurricane Ultra is a major addition to his game, allowing him to punish opponents who throw out projectiles or unsafe moves from short to medium range. It is relatively safe when blocked. You can also combo into it from a Flash Kick by doing the Flash Kick input with Up-Back (instead of just Up) then FADC forward into Ultra. It can also be used as an anti-air, juggling for full hits if timed correctly. Its slow start-up make it easy to dodge if you just throw it out carelessly, however, so know when to use it to maximize its potential.

COMMUNITY VIDEOS

Flash Kick FADC to Sonic Hurricane Tutorial by SonicFlash122: This tutorial shows you how to so exactly what it says, to FADC from Flash Kick to Sonic Hurricane. The tutorial gives great explanations, shows you the inputs needed while actually doing them on a joystick, and even breaks it down into phases to help ease learning how to do it.